Mod Component Requests Thread

Make the civics require the x tech, have the desired civs start with it, and make it so that you can't research it. easy as pie.

A good suggestion but these Civics would then give a lot more Power to the Civ's that have them than the other Civ's have at game start.

As I added to my post, I found a ModComp that does exactly what I want.
 
you can make them require two tech though right?
 
I think you can adjust that via GameInfo\CultureLevelInfo (vanilla file).

There it is defined how many points you need for a cultur expansion. Just set the values after the first expansion to the same like legendary, and you'll not get any culture expansions after the FC.
(haven't tried that myself, but seems logically for me)
 
I think you can adjust that via GameInfo\CultureLevelInfo (vanilla file).

There it is defined how many points you need for a cultur expansion. Just set the values after the first expansion to the same like legendary, and you'll not get any culture expansions after the FC.
(haven't tried that myself, but seems logically for me)

Yes, that should work fine, but then you sort of limit the culture level a city can attain. All your top cities would be 'influential' (or whatever) instead of 'refined' or 'legendary', etc. Also the defense modifier would be stuck at a lower level. I was wondering if it's possible through python (preferably, since it's not possible through XML, AFAIK) to divorce culture level from borders, so you get all the other aspects of culture, but not ever increasing borders. If it requires a new dll, though... well, that's just too much I think!
 
So for my modern mod i want to add ancient wonders, theres two things i want to do-
1)Add a civilopedia page (sevopedia) that has only ancient wonders, so basically somewhere in the xml i would toggle certain things to be on this page
2)Have wonders automatically show up in a city when its built, i can make it so it only goes to one civ or that civs capitol but for ex. i want chichen itza to be built in cancun, any ideas?
 
So for my modern mod i want to add ancient wonders, theres two things i want to do-
1)Add a civilopedia page (sevopedia) that has only ancient wonders, so basically somewhere in the xml i would toggle certain things to be on this page
2)Have wonders automatically show up in a city when its built, i can make it so it only goes to one civ or that civs capitol but for ex. i want chichen itza to be built in cancun, any ideas?

Not sure about 1), but for 2), if you want a simple solution, you could create a unique, non-tradeable tech that only the Maya start with, which would be one of the required techs to build the wonder. Also you can make Chichen Itza have the palace as a prereq building (required in city). That would force it to be built in the capital.
 
Not sure about 1), but for 2), if you want a simple solution, you could create a unique, non-tradeable tech that only the Maya start with, which would be one of the required techs to build the wonder. Also you can make Chichen Itza have the palace as a prereq building (required in city). That would force it to be built in the capital.

Don't like the mods with the specific tech, its just a middle man, why not just make the building a UB, but still doesnt help me since my mods modern, i dont want Mexico to build it in Mexico city, i would want it in cancun, so there my problem
 
I think under python, CvGameUtils, under def CannotConstruct, you can do a check if the player belongs to Maya civilization. If he is, can built, if not cannot build.

For the cancan part, compare the city name as well?
 
I've got a very simple SDK request (should be simple).

Could anyone add an iRequiredLevel tag to CIV4PromotionInfos.xml?
 
Personally I have not had much luck in my attempts to add new tags. Almost everything in the SDK seems more complicated that it has to be.

I would recommend that you look at the source code of Fall from Heaven II, or perhaps just borrow its DLL and xml schema files. It already has a <iMinLevel> tag for promotions, which I believe is identical to what you want.
 
Has anyone ever made a mod that clones the BuildingInfos.xml tags (iAsset, iPower, AIWeight) that the AI uses when judging what to build in ProjectInfos.xml?

Is it just a matter of cloning the tags in CvInfos? I can't think it would be this easy.

I am trying to find a way to get the AI to build some projects I have added.

Side note, would it work just to clone a tag (say, WarWearinessModifier) to ProjectInfos.xml??
 
Hello Boppers

I'm just fishing for ideas really. I have a mod that assigns a certain bonus to a different player randomly; each gets a variant of this bonus, allowing a different set of unit builds . . . problem is, all the possible yields show up in the city screen under unit builds, despite that civ lacking the bonus and/or infrastructure necessary . . . so pretty much as usual. The bonii can be traded, so they/thewhole system can't be tied to pre - assigned techs. Anyone got any ideas how I could get rid of all the greyed - out icons in the city view?
 
wait, so you want each civ to start with a random bonus (AKA resource) that allows special units? I don't think I can do that... but I can make a civ be able to build a whole bunch of things uniquely :D

Sorry I can't help... sounds interesting though
 
Anyone got any ideas how I could get rid of all the greyed - out icons in the city view?

If you really want to get rid of ALL greyed out icons (including the normal grey ones, e.g. axeman if you don't have copper + iron), then it's easy:
In Python\Screens\CvMainInterface.py, put a # in front of these both lines:
PHP:
						if ( not pHeadSelectedCity.canTrain(eLoopUnit, False, False) ):
							screen.disableMultiListButton( "BottomButtonContainer", iRow, iCount, szButton)

and change this line:
PHP:
if (pHeadSelectedCity.canTrain(eLoopUnit, False, True)):

to:
PHP:
if (pHeadSelectedCity.canTrain(eLoopUnit, False, False)):
 
Can someone make a basic mod that will add only to BUG Mod 4.4 AIAutoPlay and Water Animals Mod. What I need is the dll for AIAutoPlay and Water Animals Mod plus the sdk files that where used to make the dll that will work with BUG Mod 4.4. Grand Inquisitions 255E has Water Animals Mod working in it, but I can't seem to pull out the right Python files needed to get it to work for me. So if this can be don't please I thankyou. Oh if you can add the sdk files to get more bonuses more than 65 limit that be a plus too.
 
Hi

Four small but nifty modifications that I'd really like to see made to BtS:



1. I'd like to be able to "stack" counter-espionage. Currently when I use a Spy unit to perform CE against an AI civ, that AI civ gets a penalty for performing other espionage missions against me for 10 turns. Once this is done, I cannot perform another counter-espionage against the same AI civ before those 10 turns are over, and the game doesn't let me know how much CE effect there is left (it's possible newer versions of BUG shows this, but BUG 4.2 does not).

My idea is that it should be possible to do multiple CE missions even in the same turn, but if already have a CE count against that AI, then each additional CE mission only adds +7 turns duration to the CE effect, rather than a full +10. This way if I'm careful and keep track of time I can spend 4 Spy units - one at a time - to achieve a total of +40 turns of CE on one AI civ, but if I'm sloppy and just send a stack of 4 Spies at once and burn them all right away, I get only 31 turns of CE effect. But it's much more convenient.



2. I'd like for Great Spies to be able to do Counter-Espionage too, either adding a really long duration (maybe +60 turns, without stacking penalty, i.e. regardless of what the current CE count for that AI civ is), or else add a greater CE effect. AFAIK regula CE doubles the espionage point cost of missions against you, so Greater Counter-Espionage could triple the cost for a duration of 20 turns (adding "beneath" any on-going regular CE effect).



3. I'd also really like to be able to build stacks of units. Currently there's a point beyond where more production capacity doesn't help because I'm still stuck in the turn-based lockstep of not being able to produce more than one unit per turn per city. Even if my city has a huge production and is boosted by various Wonder (such as Heroic Epic) and special ressources.

One solution is to tweak the game so that it simply becomes possible to build more than one unit per turn.

Another is to modify the game data so that new options become available to build, which are stacks of various units, each containing 3 or 4 of the same type of unit and with a hammer cost that is 3 or 4 times that of the regular singular-instance unit. Ideally military units should be build as a stack and "appear unified" once built, whereas Workers especially should appear as individual units, e.g. if I've set newly built workers to automate, then I usually don't want an entire stack of them moving around.

If some kind of stack build is implementeed then it is important that this is not just military units but also Workers and (in light of my request #1 above) Spies.



4. Being able to "sacrifice" a Workboat to build a Ferry Route that all land units can pass over. This would be particularly useful for island empires using automated Workers, because currently the AI cannot figure out how to move my Workers (or Missionaries) between islands. These Ferry Routes could be multiple tiles long, each tile costing one Workboat sacrificed (in the same way you sacrifice a Workboat to make a Fishing Boat or Oil Rig), and should be vulnerable to pillaging from barbarians and enemy AI civs, just like Fishing Boats or Oil Rigs are. (It would be ideal if the AI coul do this too, but I very much doubt that's possible, so it'd be of benefit to human players only.)


These changes would really take the game to another and higher level for me, I'm sure. But I'm not at all able to make game mods myself.

--
Peter Knutsen
 
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